Mac OS X Porting - AppleScript Support
In order to add Applescript support to OOo the following basic steps need to be accomplished.
1. Turn on scripting support - see Apple Documentation http://developer.apple.com/documentation/Cocoa/Conceptual/ScriptableCocoaApplications/SApps_implement/chapter_4_section_7.html#//apple_ref/doc/uid/20000037-1081046]
Insert the following a the end of the Info.plist in the bundle just before /dict
2. Create a "sdef" scripting definitions file and put it in the bundle
Stub file, insert in bundle in Resources folder -> OOo.sdef in File:OOo sdef.gz
You can now run the following AppleScript -> OOoAS.applescript in File:OOo applescript.gz
3. Design scriptable "helper" classes that implement the object hierarchy. 
Phase 1 - Define suites (object model) for OOo
Phase 2 - Implement a subset of the most useful objects
Phase 3 - Verify support for Standard and Text Suites
Phase 4 - Make the OOo uno model AppleScript-able
--Msicotte 20:41, 12 June 2008 (CEST)
Adding Support for AppleScript to the Scripting Framework
This Apple Technote  describes calling Applescript from C - a first step to adding AppleScript support to the scripting framework. The example is Carbon - so not exactly what we want since Carbon is deprecated, but the Cocoa example links to the same page.
--Msicotte 19:53, 28 June 2008 (CEST)